World of d20

Modern action-horror without the angst. Take Buffy, Angel, Necronomicon, Call of Cthulhu, World of Darkness, and some select anime, shake and stir. End result? More like urban fantasy, actually.

The system is d20 Modern with a liberal sprinkling of Star Wars Saga Edition and d20 Call of Cthulhu, plus anything shiny not nailed down.

This project will never be finished. It was started when d20 Modern was a fresh new thing, and its flaws were mostly unknown. WoD was still old WoD, with lots of known flaws to 'fix'. I had lots of time. None of those things are really true anymore. d20 Modern failed, new WoD is actually good, and I'm married with children.

To make matters worse, it's pretentious, the goal posts have been changed endlessly, and there are remnants of failed and/or abandoned ideas all over. If I was to do this again, I'd just use new WoD, GURPS, or BESM, keeping actual changes to the bare minimum.

Rules

This project was first started well before SWSE. When that system came out, the rules were partially updated to that standard, but this update was never completed. I'm rolling most of those changes back. Not because they're bad per se, but because they're too extensive and affect too many subsystems. A SWSE/D&D4 version is certainly possible, but I'm not the one to do it.

Characters

All characters start at level 2, with 2 classes. It could be 2 different basic classes.

Ability Scores: Point buy is the default. If your race is undead, assign a 10 to Constitution.

If you use random generation, you may substitute 16 for the primary ability of your primary class, and 15 for the primary ability of your secondary class. This is before any adjustment for race.

Initial Hit Points: Twice the maximized HD of the primary class, plus the usual level-based hit points for both classes. Remember that undead get no Constitution modifier, but always have d12 for HD.

Initial Feats: Any starting feats from occupation and from the primary class, plus 2 free feats.

Ability Damage: Ability damage does not cause recalculation of bonuses, hit points, etc. When more than half of an ability is gone, a condition is imposed. When all is gone, another more severe condition applies.